Is there a way to do that? I though by removing the Flag "placeable-enemy" it would solve that, but it did not.
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{
type = "unit-spawner",
name = "Natural_Evolution_Spitter-Spawner",
icon = "__base__/graphics/icons/biter-spawner.png",
flags = {"placeable-player", "not-repairable"},
max_health = 750,
order="b-b-j",
subgroup="enemies",
working_sound =
{
sound =
{
{
filename = "__base__/sound/creatures/spawner.ogg",
volume = 1.0
}
},
apparent_volume = 2
},
dying_sound =
{
{
filename = "__base__/sound/creatures/spawner-death-1.ogg",
volume = 1.0
},
{
filename = "__base__/sound/creatures/spawner-death-2.ogg",
volume = 1.0
}
},
resistances =
{
{
type = "physical",
decrease = 2,
},
{
type = "explosion",
decrease = 5,
percent = 25,
},
{
type = "laser",
percent = 80,
},
{
type = "fire",
percent = 20,
},
},
healing_per_tick = 0.02,
collision_box = {{-3.2, -2.2}, {2.2, 2.2}},
selection_box = {{-3.5, -2.5}, {2.5, 2.5}},
pollution_absorbtion_absolute = 20,
pollution_absorbtion_proportional = 0.01,
pollution_to_enhance_spawning = 30000,
corpse = "Natural_Evolution_Spitter-Spawner-corpse",
dying_explosion = "blood-explosion-huge",
loot =
{
{
count_min = 5,
count_max = 15,
item = "alien-artifact",
probability = 1
},
},
max_count_of_owned_units = 10,
max_friends_around_to_spawn = 5,
animations =
{
spawner_idle_animation(0, Natural_Evolution_Spitter_Spawner_tint),
spawner_idle_animation(1, Natural_Evolution_Spitter_Spawner_tint),
spawner_idle_animation(2, Natural_Evolution_Spitter_Spawner_tint),
spawner_idle_animation(3, Natural_Evolution_Spitter_Spawner_tint)
},
result_units = (function()
local res = {}
res[1] = {"tame-small-biter", {{0.0, 0.3}, {0.7, 0.0}}}
-- from evolution_factor 0.3 the weight for medium-biter is linearly rising from 0 to 0.3
-- this means for example that when the evolution_factor is 0.45 the probability of spawning
-- a small biter is 66% while probability for medium biter is 33%.
res[2] = {"tame-medium-biter", {{0.3, 0.0}, {0.6, 0.3}, {0.8, 0.1}}}
-- for evolution factor of 1 the spawning probabilities are: small-biter 0%, medium-biter 1/7, big-biter 4/7, behemoth biter 3/7
res[3] = {"tame-big-biter", {{0.6, 0.0}, {1.0, 0.4}}}
res[4] = {"tame-behemoth-biter", {{0.99, 0.0}, {1.0, 0.3}}}
return res
end)(),
-- With zero evolution the spawn rate is 5 seconds, with max evolution it is 2 seconds
spawning_cooldown = {300, 120},
spawning_radius = 10,
spawning_spacing = 3,
max_spawn_shift = 0,
max_richness_for_spawn_shift = 100,
autoplace =
{
sharpness = 0.4,
control = "enemy-base",
order = "b[enemy]-a[Natural_Evolution_Spitter-Spawner]",
richness_multiplier = 1,
richness_base = 0,
force = "enemy",
peaks =
{
{
influence = 0,
richness_influence = 100,
tier_from_start_optimal = 20,
tier_from_start_top_property_limit = 20,
tier_from_start_max_range = 40,
},
{
influence = -10.0,
starting_area_weight_optimal = 1,
starting_area_weight_range = 0,
starting_area_weight_max_range = 2,
},
{
influence = 0.42,
noise_layer = "enemy-base",
noise_octaves_difference = -1.8,
noise_persistence = 0.5,
},
-- increase the size when moving further away
{
influence = 0.55,
noise_layer = "enemy-base",
noise_octaves_difference = -1.8,
noise_persistence = 0.5,
tier_from_start_optimal = 20,
tier_from_start_top_property_limit = 20,
tier_from_start_max_range = 40,
},
}
}
},